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/cvs/deliantra/server/common/material.C
Revision: 1.13
Committed: Wed Apr 28 19:49:50 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +2 -7 lines
Log Message:
less MAX_BUF, more object_thawer dir/file convenience

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <material.h>
27
28 //+GPL
29
30 materialtype_t *materialt;
31
32 /*
33 materialtype material[NROFMATERIALS] = {
34 * P M F E C C A D W G P S P T F C D D C C G H B I *
35 * H A I L O O C R E H O L A U E A E E H O O O L N *
36 * Y G R E L N I A A O I O R R A N P A A U D L I T *
37 * S I E C D F D I P S S W A N R C L T O N Y N R *
38 * I C T U N O T O L E E H S T P D N *
39 {"paper", {15,10,17, 9, 5, 7,13, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
40 {"metal", { 2,12, 3,12, 2,10, 7, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
41 {"glass", {14,11, 8, 3,10, 5, 1, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
42 {"leather", { 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
43 {"wood", {10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0}},
44 {"organics", { 3,12, 9,11, 3,10, 9, 0,20,15, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
45 {"stone", { 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
46 {"cloth", {14,11,13, 4, 4, 5,10, 0,20,15, 0,0,0,0,0, 5,0,0,0,0,0,0,0,0}},
47 {"adamant", { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0}},
48 {"liquid", { 0, 8, 9, 6,17, 0,15, 0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0}},
49 {"soft metal",{ 6,12, 6,14, 2,10, 1, 0,20,15, 0,0,0,0,0,10,0,0,0,0,0,0,0,0}},
50 {"bone", {10, 9, 4, 5, 3,10,10, 0,20,15, 0,0,0,0,0, 2,0,0,0,0,0,0,0,0}},
51 {"ice", {14,11,16, 5, 0, 5, 6, 0,20,15, 0,0,0,0,0, 7,0,0,0,0,0,0,0,0}}
52 };
53 */
54
55 materialtype_t::materialtype_t ()
56 {
57 next = 0;
58 name = shstr_unknown;
59 description = shstr_unknown_material_description;
60 material = 0;
61
62 for (int i = 0; i < NROFATTACKS; i++)
63 {
64 save [i] = 0;
65 mod [i] = 0;
66 }
67
68 chance = 0;
69 difficulty = 0;
70 magic = 0;
71 damage = 0;
72 wc = 0;
73 ac = 0;
74 sp = 0;
75 weight = 100;
76 value = 100;
77 density = 1000;
78 }
79
80 /* convert materialname to materialtype_t */
81 materialtype_t *
82 name_to_material (const shstr_tmp name)
83 {
84 for (materialtype_t *mt = materialt; mt; mt = mt->next)
85 if (name == mt->name)
86 return mt;
87
88 LOG (llevError, "name_to_material called with nonexistent material '%s'\n", &name);
89
90 // create a new material of the given name
91 materialtype_t *mt = new materialtype_t;
92 mt->name = name;
93
94 // make it susceptible to attacks
95 for (int i = 0; i < NROFATTACKS; i++)
96 {
97 mt->save [i] = 10;
98 mt->mod [i] = 9;
99 }
100
101 mt->next = materialt; materialt = mt;
102
103 return mt;
104 }
105
106 /* when doing transmutation of objects, we have to recheck the resistances,
107 * as some that did not apply previously, may apply now.
108 */
109 void
110 transmute_materialname (object *op, const object *change)
111 {
112 if (!op->is_armor ())
113 return;
114
115 if (op->material == MATERIAL_NULL)
116 return;
117
118 if (op->material != change->material)
119 return;
120
121 materialtype_t *mt = op->material;
122
123 for (int j = 0; j < NROFATTACKS; j++)
124 if (op->resist[j] == 0 && change->resist[j] != 0)
125 {
126 op->resist[j] += mt->mod[j];
127
128 if (op->resist[j] > 100) op->resist[j] = 100;
129 if (op->resist[j] < -100) op->resist[j] = -100;
130 }
131 }
132
133 /* set the materialname and type for an item */
134 void
135 select_material (object *op, int difficulty)
136 {
137 if (op->material != MATERIAL_NULL || !op->materials)
138 return;
139
140 materialtype_t *lmt = 0;
141
142 //TODL: dead code?
143 for (materialtype_t *mt = materialt; mt; mt = mt->next)
144 if (op->materials & mt->material
145 && difficulty >= mt->difficulty
146 && rndm (1, 100) <= mt->chance
147 && (op->magic >= mt->magic || mt->magic == 0))
148 {
149 lmt = mt;
150
151 if (!(op->is_weapon () || op->is_armor ()))
152 break;
153 }
154
155 if (lmt)
156 {
157 if (op->stats.dam && op->is_weapon ())
158 {
159 op->stats.dam += lmt->damage;
160 if (op->stats.dam < 1)
161 op->stats.dam = 1;
162 }
163
164 if (op->stats.sp && op->type == BOW ) op->stats.sp += lmt->sp;
165 if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc;
166
167 if (op->is_armor ())
168 {
169 if (op->stats.ac)
170 op->stats.ac += lmt->ac;
171
172 for (int j = 0; j < NROFATTACKS; j++)
173 if (op->resist[j] != 0)
174 {
175 op->resist[j] += lmt->mod[j];
176 if (op->resist[j] > 100) op->resist[j] = 100;
177 if (op->resist[j] < -100) op->resist[j] = -100;
178 }
179 }
180
181 op->material = lmt;
182
183 /* dont make it unstackable if it doesn't need to be */
184 if (op->is_weapon () || op->is_armor ())
185 {
186 op->weight = op->weight * lmt->weight / 100;
187 op->value = op->value * lmt->value / 100;
188 }
189 }
190 }
191
192 //-GPL
193
194 void
195 load_materials ()
196 {
197 //TODO: somehow free old materials, or update them in-place
198 // currently we effectively leak them.
199 material_null.next = 0; materialt = &material_null;
200
201 object_thawer thawer (settings.datadir, "materials");
202
203 if (!thawer)
204 {
205 LOG (llevError, "Cannot open %s for reading\n", thawer.name);
206 goto done;
207 }
208
209 while (thawer.kw != KW_name)
210 {
211 thawer.next ();
212
213 if (thawer.kw == KW_EOF)
214 goto done;
215 }
216
217 materialtype_t *mt;
218
219 for (;;)
220 {
221 switch (thawer.kw)
222 {
223 case KW_name:
224 mt = new materialtype_t;
225 thawer.get (mt->name);
226 mt->description = mt->name;
227
228 mt->next = materialt; materialt = mt;
229 break;
230
231 case KW_description:
232 thawer.get (mt->description);
233 break;
234
235 case KW_material:
236 thawer.get (mt->material);
237 break;
238
239 case KW_saves:
240 {
241 const char *cp = thawer.get_str () - 1;
242
243 for (int i = 0; i < NROFATTACKS; i++)
244 {
245 if (!cp)
246 {
247 mt->save[i] = 0;
248 continue;
249 }
250
251 int value;
252 ++cp;
253 sscanf (cp, "%d", &value);
254 mt->save[i] = (sint8) value;
255 cp = strchr (cp, ',');
256 }
257 }
258 break;
259
260 case KW_mods:
261 {
262 const char *cp = thawer.get_str () - 1;
263
264 for (int i = 0; i < NROFATTACKS; i++)
265 {
266 if (!cp)
267 {
268 mt->save[i] = 0;
269 continue;
270 }
271
272 ++cp;
273 int value;
274 sscanf (cp, "%d", &value);
275 mt->mod[i] = (sint8) value;
276 cp = strchr (cp, ',');
277 }
278 }
279 break;
280
281 case KW_chance: thawer.get (mt->chance); break;
282 case KW_difficulty: // cf+ alias, not original cf
283 case KW_diff: thawer.get (mt->difficulty); break;
284 case KW_magic: thawer.get (mt->magic); break;
285 case KW_dam: // cf+ alias, not original cf
286 case KW_damage: thawer.get (mt->damage); break;
287 case KW_wc: thawer.get (mt->wc); break;
288 case KW_ac: thawer.get (mt->ac); break;
289 case KW_sp: thawer.get (mt->sp); break;
290 case KW_weight: thawer.get (mt->weight); break;
291 case KW_value: thawer.get (mt->value); break;
292 case KW_density: thawer.get (mt->density); break;
293
294 case KW_EOF:
295 goto done;
296
297 default:
298 if (!thawer.parse_error ("materials file"))
299 goto done;
300 break;
301 }
302
303 thawer.next ();
304 }
305
306 done:
307 LOG (llevDebug, "Done.\n");
308 }
309